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It wasn't difficult to knock up a new version of tm.txt. At least one version I'd seen had a few errors, so I thought I'd just get the information directly from the Interweb to be sure it was correct. As for pokemon.txt, I've had that for a while, and I adapted it from another existing version (it may have been yours, I don't remember) to remove any errors.

Quote:

Originally Posted by IceGod64

My first guess is the two Gen V Pokémon that are revivable.

Second thing I notice is this textbox:
"\bHowever, what I brought back didn't live long...\1
fortunately."

Thought that only seems to happen if he's reviving an invalid choice, looking at the code.

The inclusion of the Gen 5 Pokémon is just to make it future-proof. It wasn't an Easter egg.

The failure message is one, though. Ordinarily you'd never see it (actually, you can if you give a Gen 5 fossil without having Gen 5 Pokémon defined in pokemon.txt), but it's there for completeness. The message is a reference to Star Trek The Motion Picture, where a similar line is said of a crewman who suffered from a transporter malfunction.

The other Easter egg is the sign outside the lab. What's the reference there?

Quote:

Originally Posted by pokefan41

Thank you so much. You have just made it possible for me to make my own game the way i want with the new tilesets. I cannot say thank you enough. thank you so much.

One question, do we have permission to use your maps in our games?

You can if you like. I made all the maps myself (obviously some are inspired by the official games), so credit is appreciated.

It wasn't difficult to knock up a new version of tm.txt. At least one version I'd seen had a few errors, so I thought I'd just get the information directly from the Interweb to be sure it was correct. As for pokemon.txt, I've had that for a while, and I adapted it from another existing version (it may have been yours, I don't remember) to remove any errors.

How do you make the tm.txt? I noticed also that you put the B2W2 moves on pokemon.txt, how you do it?

I'm talking about it because I want to help you to find easier/faster ways for ripping pokémon data/resources, like using sprite resource for rips.

First I found a list of all the moves I wanted to add, and then went to each move's page on Bulbapedia. I copied the table of Pokémon which learn the move by TM/HM/tutor into Notepad, imported it into Excel and copied the Pokémon column back into Notepad. From there I copied it into Word where I made everything upper-case (Shift+F3), replaced all the line breaks with commas, and copied the result into tm.txt.

It does seem a bit of a chore, but it's fairly mindless so I could listen to the radio at the same time.

As for updating pokemon.txt, I looked through each species on PokemonDB quite quickly to find any species which had a separate movelist for B2W2 (this was easier than looking at Bulbapedia), and just updated them manually.

First I found a list of all the moves I wanted to add, and then went to each move's page on Bulbapedia. I copied the table of Pokémon which learn the move by TM/HM/tutor into Notepad, imported it into Excel and copied the Pokémon column back into Notepad. From there I copied it into Word where I made everything upper-case (Shift+F3), replaced all the line breaks with commas, and copied the result into tm.txt.

It does seem a bit of a chore, but it's fairly mindless so I could listen to the radio at the same time.

As for updating pokemon.txt, I looked through each species on PokemonDB quite quickly to find any species which had a separate movelist for B2W2 (this was easier than looking at Bulbapedia), and just updated them manually.

This is VERY similar to my method, some parts are even identicals.

I has thought that you use also an IO function to merge data when the game compiles.

I didn't noticed that B2W2 have a low number of species with different movelist.

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